#version 330 core
layout(location = 0) in vec3 aPos;
//layout(location =1) in vec3 aNormal;
layout(location = 1) in vec2 aUV;


uniform mat4 transform;
uniform mat4 model;
uniform mat4 view;
uniform mat4 project;

out vec4 vertexColor; 
out vec2 texCoord;

out vec3 modelPos;
out vec3 Normal;
out vec2 UV;

void main() {
  
  gl_Position = project * view * model  * vec4(aPos.xyz, 1.0) ;
//  Normal = mat3(transpose(inverse(model))) * aNormal;
//  modelPos = (model  * vec4(aPos.xyz, 1.0)).xyz;
  UV = aUV;
}